Location

ITS PIN

So I was just wondering what everyone's favorite fireteam was in QK? How do you use them what do you take with them ect and what is the best combination for what situation?
Go ahead and explain your answer in more depth if you vote.

If a Celestrial Guard with a Kuang Shi Control Device who is a member of a Fireteam:Core with 4 Kuang Shi and enters into the Disabled State what happens?
From the WIki
The question is whether compose means form (in which case the fireteam would continue as normal, but wouldn't be able to reformed), or compose means be a part of (in which case the CG KSCD would drop from the link).

So lets say I've a fireteam (a Duo) that has an enemy mine nearby, ready to trigger.
An enemy model moves into b2b with one member of the fireteam. A 2nd member of the fireteam can see the active enemy model.
So here's what I'm confident of:
I could elect to BS attack with the fireteam. Both fireteam members get to shoot & this will result in triggering the mine.
I could break the fireteam, & CC attack with my one model & my other model doesn't ARO meaning the mine won't trigger (CC means engaged meaning both models are affected by templates meaning mine won't trigger due to presence of friendly model *deep breath* and if my other model doesn't ARO, the mine doesn't trigger)
If the Duo don't declare the same ARO, the fireteam automatically breaks, therefore I could declare CC attack for one model & BS Attack for my other model, mine still goes boom.
That all sound right?

So my group came across a situation that needs clarification.
Model A declares move as its first short skill and it moves from a spot where Model B has LOF to a spot that it does not.
Model B has an impact template weapon (ex:missile launcher) and AROs.
Where does the impact template get placed?
referencing these threads gets close to an answer but has move as the second short skill of the active model which seems to make a difference

The HSN3 book clearly states that fireteams cannot Discover + Shoot, but the FAQ says they can. How does this interact with the usual rules about what kind of actions a fireteam can perform? Is this just one exception or did they open the floodgates on being able to freely mix/match actions with fireteams?

So the rules for fireteams say you can cancel fireteams at any time, without the expenditure of any tokens. However, can you do so when, say, your opponent moves a hacker in range of your fireteam and is about to use Exile? Can you do it right before the order count to gain a bunch of impetuous moves from your impetuous dudes who are in a fireteam?

Just a quick one. In the reactive turn, if a some members of a fireteam declare an ARO, are the other members of the fireteam who did not declare/have an ARO considered to have activated, ie: would they set off a mine that was in range of them. I used to think that was the case but after reading the rules again (each member having his own ARO) I'm not so sure.

So 5 man link team is all in smoke and being attacked by the intuitive attack with chain rifle. Can every member of link team make a F2F roll against the attacker although some members of the link have additionally LoF blocked by their mates (so 1st of all there's a smoke, but due to SS2 they can respond with shooting) ? Does the SS2 work if your LoF is also blocked by your own troopers ?

I read the title of another thread and I've seen it brought plenty of times before but I really wanna know peoples thoughts on this from every faction and walk of life. Defensive and offensive fireteams... that and fireteam bonuses...
Defensive vs Offensive. Most fireteams offer a reactive weapon and an assault weapon but we all know we will likely only get the love out of one of these before the team is brought down to to either 4 or 2 members and the BS or Burst bonus we had intended to use for these weapons get's taken away. Considering in most fireteams these weapons are 1.5 SWC we often consider only bringing one if we know we can only get the best milage out of one and put the SWC to best use elsewhere... Proxying or converting the other model with said weapon into a specialist or base profile...
The fireteam bonuses have been much maligned for either being too powerful or unrealistic but for sake of game balance in the games current state they are needed. Emphasis on "current".
Thoughts behind poll participation is always appreciated

Good day, new to the game, need some help figuring out how fireteam works.
Lets say in my reactive turn enemy Fireteam declaring move-shoot order against my model. If i got it right - every model from fireteam shoots at my model, and all of it provide only one ARO, against one model of my choosing. Does this mean, that chosen model make FtF roll, and others making normal rolls, or every model doing FtF against my single roll, but if i beat every one - only chosen model get wond(if ARO was shooting).

Hello to the few (compared to the other factions) but loyal Tohaa players. I have been gaining interest in trying out the Tohaa but there is one thing makes me nervous: the three-man/woman-fireteams. Unlike other factions this are not limited to one unit and while that is great it does cause me some discouragement. I don't want to end up buying models that are not amazing when linked together and wasting time & money. I think this is a big reason that leads to many players being on the fence on trying the Tohaa.
So I decided to start a thread that would chronicle the many different Tridents that the player base on these forums think are good/great. Even if you alone like a certain Trident feel free to post it here. Naming the mission and type of Tohaa force the Trident succeeds/works well in would also be helpful. So please sound off and explain to all the power/freedom that the Trident brings to Infinity. I'm sure that future players (myself included) will thank you for your help.
Thanks in advance.

Hi,
I was under the impression to declare an order on a trooper that is incompatible with being in a Fireteam (such as a coordinated order) you first had to cancel the Fireteam entirely - you can't just take an individual Trooper out of the Fireteam at will to / by declaring an incompatible order.
However in the Fireteam rules it specifically states that a trooper stops being part of a Fireteam "If the trooper enters the Suppressive Fire State".
Does this mean you can just declare Suppressive Fire on a single Fireteam member, dropping them from the Fireteam, while leaving the other members still in the Fireteam?

How do the Fireteam rules interact with TAG pilots/remote pilots? (Geckos and Xeodrons here). Is the pilot considered to be part of the link? If you activate the Xeo Haris when one of them is locked, what happens?

Hello,
Watched Ash's recent bat-rep and he mentioned not being able to take more than 4 Rodoks in a Core link, Onyx Contact force.
Rodoks have Fireteam core and below special fireteam with umbra legate or Nexus.
Some one burst my bubble and let me know that I went to all the pain to find another rodok just for it to be useless :(?

Hey, quick questions on Fireteams as what I have been told doesn't seem to mesh with the rulebook;
1. If the Link Leader enters null state the link breaks. If he is healed/fixed/whatever is required to return to an active state in the same turn, I have been told that the Fireteam will be restored. As far as I can see you need to spend a command token to make a new link.
2. If a non-leader member goes down and is subsequently healed, they don't rejoin the link until the next Tactical phase as far as I can tell. I have been told, however, that they rejoin the link as soon as they are healed (assuming they are still in range).
Bonus question:
When deploying a mine, it goes down as a camo marker, yes? What about e/Maulers? Are they deployed as a camo marker or an e/mauler? Obviously is a model only has e/maulers then your opponent knows what you have deployed but does it go down as a camo marker so it would need to be discovered in order to be affected, either by ranged shots, minsweeper etc

In the entry for Umbra Samaritans, it says that they have Fireteam: Haris, but the Onyx sectorial doesn't list this as a possible fireteam. Do we take this to mean that they may be able to link in a future sectorial, or that that ability is listed in error for some reason?

So in a 5 mean fireteam, Link leader decides to discover a camo token. Which bonuses does he get?
3-man: +1 burst
5-man: +3 Mod to BS Attacks, AND +3 Mod to Discover rolls
So if he gets all of them, the Discover skill would be at Burst 2, +6 Mod before taking other mods(Range, camo, etc) into account.
Is this correct?

I remember in the old fireteam rules if your link leader is shot into unconcious, breaking the link, then doctored/medikit back to 1 wound, the fireteam link is restored.
I can't find a reference to this in HSN3 though. Am I right to assume that this is no longer the case and that once your link leader is Isolated or Null the link is broken? (Unless you got Number 2 of course)
Sorry if this has been asked before but the forum search didn't help

Hi everyone.
@Vaulsc and his video have gotten me thinking about the options for Fireteam Core which are available to us as PanOceania players. I thought I'd break them down sectorial by sectorial and give my perspective and experiences. Although I am an NCA commander first and foremost I've got a collection which includes all three PanOceania sectorial forces and I love each in their own way. Hopefully that comes through in my writeups.
I'm going to cover each sectorial in a separate post, starting with Acontecimento. I'll be including "add on" options like Bipandra, Konstantinos and Joan along with the units where they can be included and will discuss those alongside the Fireteams where they can feature.
As always I'd appreciate your thoughts and ideas, please treat these as conversation starters and not as some kind of pronouncement from the mountain.
So, without further ado:
Shock Army of Acontecimento
Acontecimento Regulars:
Shock Army of Acontecimento
──────────────────────────────────────────────────
REGULAR Combi Rifle / Pistol, Knife. (0 | 10)
REGULAR Spitfire / Pistol, Knife. (1 | 16)
REGULAR (Forward Observer) Combi Rifle / Pistol, Knife. (0.5 | 11)
REGULAR (Sapper) MULTI Sniper Rifle / Pistol, Knife. (1.5 | 22)
REGULAR Hacker (Hacking Device, FastPanda) Combi Rifle + Light Grenade Launcher / Pistol, Knife. (1 | 23)
REGULAR (Minelayer, Sensor) Combi Rifle, Antipersonnel Mines / Pistol, Knife. (0.5 | 14)
REGULAR Paramedic (MediKit) Combi Rifle / Pistol, Knife. (0 | 12)
REGULAR Lieutenant Combi Rifle / Pistol, Knife. (0 | 10)
As a Fireteam the Acontecimento Regulars are a source of strength and intense frustration. Although the perform the role of light infantry team in Acontecimento they have an unusual set of weapon and equipment options for that purpose, as well as SWC costs which vary from the standard.
Most notable here is the Spitfire instead of an HMG and the lack of a Missile Launcher option. Although these changes are well justified by their position within the setting, it does alter their tabletop performance in less than ideal ways. The Spitfire demands an advance in order to engage at ideal ranges and the lack of a Missile Launcher removes a strong ARO option. While the Sapper skill on the Multi-Sniper is useful, this is perhaps slightly less so in a Fireteam (although it can allow better use of limited cover) and particularly a team which will otherwise want to move up the table.
In terms of specialists the expected range is available, but once more shows wrinkles which add to the complexity of the overall choice. Firstoff the 0.5 SWC charge on the Forward Observer is unjustified (especially when compared to similar options within Haqqislam, who have even better access to forward deployed speculative fire weapons) and frustrating for a force who (like all of PanOceania) desperately need their SWC to be invested into firepower options to overwhelm enemy units that the army has no real options for avoiding. The Hacker/LGL is interesting, especially with the FastPanda, although useful as a package it again represents SWC tied up in a place many would not typically have spent it. The Hacker and Sensor/Minelayer do both continue the theme of close engagement however, adding additional close range utility and encouraging the Fireteam to advance on the enemy. These two options also leverage the key advantage of the Regulars over their Fusilier competition, their superior WP, and thus represent important additions. Of course, you can simply run the Paramedic option, not because you’ll ever heal anyone with it (PH being the other stat, alongside WP, at which PanOceania is particularly poor), but just because it gets you a button pusher in a link that’ll be moving up the table (in all likelihood) without it costing you any SWC.
The unique features of this Fireteam are the 0 armour, which makes them very crunchy/squishy/soft targets. Of course they did get something for that downgrade, and it’s their WP bonus which I’ve already covered and the Jungle Terrain rule. Like all terrain capabilities this is exactly as good as your tables let it be, although it IS fair to note that even less than ideal terrain impacts light infantry less than some other units. Still, the most common “non-standard” terrain is the kind that Jungle will allow you to mitigate and this does play into the mobile role which the Fireteam is encouraged towards in other ways.
Overall the Acontecimento Regulars Fireteam Core option is a strong one for Acontecimento sectorial players. It offers a great opportunity to upgrade a cheap group of cheerleaders into a legitimate threat on the tabletop. Although not ideally suited to the long range fire support role which similar Fireteams excel at, they can serve in this capacity where necessary and the Sapper ability on their Snipers can even make them quite effective when they do. The combination of their Spitfire, cheap LGL, good Hacker and the Sensor option as well as their Jungle Terrain ability gives a better option however. Acontecimento Regulars truly excel when used as a more aggressive Fireteam, advancing into the mid-field to contribute to the mission and engage and destroy enemy threats which stand in their way. When used in this capacity they can be truly powerful.
Bagh-Mari:
Shock Army of Acontecimento
──────────────────────────────────────────────────
BAGH-MARI Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 22)
BAGH-MARI HMG / Pistol, Knife. (1.5 | 26)
BAGH-MARI Hacker (Assault Hacking Device) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 28)
BAGH-MARI Paramedic (MediKit) Combi Rifle + Light Shotgun / Pistol, Knife. (0 | 24)
BAGH-MARI Lieutenant Combi Rifle + Light Shotgun / Pistol, Knife. (1 | 22)
BAGH-MARI (Number 2) Boarding Shotgun, D-Charges / Pistol, Knife. (0 | 19)
BAGH-MARI (Minelayer) MULTI Sniper Rifle, Antipersonnel Mines / Pistol, Knife. (1.5 | 28)
BAGH-MARI Lieutenant HMG / Pistol, Knife. (1.5 | 26)
BAGH-MARI (Fireteam: Haris) Combi Rifle + Light Shotgun / Pistol, Knife. (0.5 | 23)
LT. STEPHEN RAO Combi Rifle / Assault Pistol, Knife. (0 | 23)
One of the first hurdles which Bagh-Mari have to overcome in the eyes of many Infinity players is their Medium Infantry status. Or, rather, the 4-2 move value which they have (mainly as a result of being Medium Infantry, though it is true that some MI have other values, and some units that are not MI are likewise restricted). Although this can be an issue for units which are expected to cover maximum ground as quickly as possible, or close range assault style units, I would argue that the Bagh-Mari would be poor choices for either role and that this “penalty” impacts on them less than it otherwise might.
Once that initial conceptual hurdle is overcome the most important aspect of a discussion of Bagh-Mari will be their special skills package. The combination of Mimetism and MSV1 along with the potential bonuses from a Fireteam create a powerful advantage in most firefights. Against the very common Camo units which are present on most Infinity battlefields they are as effective as a Swiss Guard, while bringing more wounds and a wider range of abilities to the field of battle. At the same time their three terrain skill options also help to mitigate the risk of their movement profile turning into a real disadvantage on the wrong table.
In terms of firepower, although their standard loadout includes the Light Shotgun and there are Boarding Shotgun and Assault Pistol loadouts available, the option to take HMG and Multi-Sniper as heavy weapons push the Bagh-Mari towards an “all ranges” role rather than up close and personal gunfighters. Leveraging PanOceania BS and these long range weapons, along with their firefight-defining special abilities package, Bagh-Mari can confidently reach out and eliminate enemy units in ARO at any point on the table as they advance.
With their above-average WP for a PanOceania unit the specialist options available to them, an Assault Hacker or Paramedic, can be effective tools for missions. The inclusion of D-Charges on the Number 2 Boarding Shotgun profile only adds another tool to the belt of this wide range package of options, both for Classified Missions and for property destruction and Assault Hacker CC-combo fun. Last but not least the Minelayer skill on the Multi-Sniper both adds utility to that option alone and brings another tool to the Fireteam, allowing them to assist in deployment defence and contribute to complicating the mid-field for your opponents.
Although no longer as essential as he once was (prior to HSN3 Bagh-Mari had only Availability 4 in Acontecimento, so you needed to add a 5th for your +3 BS) Lt Stephen Rao is a good option. Bringing an Assault Pistol (for active turn engagements in close against individuals) as well as enhanced stats (mostly irrelevant unless you take the Lt option) he doesn’t break the bank and puts something “else” on your list of options.
Their reasonable cost, wide range of skills and effective combat ability at all ranges make the Bagh-Mari a fantastic option to consider for a Fireteam Core. You might want to consider fast or forward deploying units to compliment them, for those games where losing 2” of move an order is going to make a difference, but they are well worth your consideration.
And they do have beautiful new models too!

So in reactive turn fireteam must decide upon 1 ARO otherwise it will break/some people will get kickout of the link. What happens if we have a 3 man link (A,B,C) and there is enemy attacking with DTW.
A decides to engage (he's within 2'' of attacking model).
B decides to dodge (under template, facing attacker, outside 2'')
C decides to change facing
They all are "kinda of doding" but the AROs are not "exactly" same. Is link broken ? Is only 1 model out of the link ?

I know that spec-ops used to be allowed to be a part of linkteams but now all the units allowed to ba a part of fireteams have information specifically saying so. Does this mean that spec-ops are no longer allowed in fireteams?
I can't find them in the lists of units being allowed in fireteams on the wiki either.
Does anyone have a reference to the rules that allows this?